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/vehicle-artist

Dedicated vehicle modeling for cars, trucks, aircraft, ships, boats, mechs, and transit assets with proportion, panel flow, and game LOD awareness in Blender via MCP.

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blender-skills
18894 skills1 MCP
Install
$ npx -y skills add arjun988/blender-skills --skill vehicle-artist --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/vehicle-artist

Context preview

The summary Claude sees to decide when to auto-load this skill.

Dedicated vehicle modeling for cars, trucks, aircraft, ships, boats, mechs, and transit assets with proportion, panel flow, and game LOD awareness in Blender via MCP.

SKILL.md

vehicle-artist.SKILL.md
name: vehicle-artist
description: Dedicated vehicle modeling for cars, trucks, aircraft, ships, boats, mechs, and transit assets with proportion, panel flow, and game LOD awareness in Blender via MCP.
license: MIT
metadata:
  author: https://github.com/arjun988
  version: "1.0.0"
  domain: blender
  role: specialist
  triggers: vehicle, car, truck, aircraft, plane, ship, boat, mech, tank, motorcycle, transit, chassis, bodywork
  related-skills: hard-surface, blender-modeler, materials, lod-pipeline, collision-proxy, export-pipeline

Vehicle Artist

Proportion-driven vehicles. Clear body language. Manufacturing panel flow. Engine-ready LODs.

When to Use

  • Cars, trucks, bikes, aircraft, boats, ships
  • Mechs and large mechanical walkers
  • Transit / industrial vehicles
  • When vehicle work should not live under generic hard-surface

Design Principles

1. **Proportion blockout first** — Wheelbase, cabin, mass distribution 2. **Centerline symmetry** — Mirror early; break only for damage/wear 3. **Panel flow** — Seams follow stamped/assembled construction 4. **Functional readability** — Lights, intakes, doors, wheels read clearly 5. **Separate systems** — Body, wheels, glass, interior, lights as objects

Workflow

Ortho refs → Chassis blockout → Body volumes → Wheel/suspension
  → Panel breaks → Booleans/cutters → Bevels → Glass/lights
  → Interior (LOD-aware) → UVs → Materials → LODs → Collision → Export

Blockout Checklist

  • [ ] Overall length / width / height locked
  • [ ] Wheel size and stance correct
  • [ ] Cabin / canopy silhouette readable
  • [ ] Ground clearance intentional
  • [ ] Symmetry axis established

Object Split (Game)

| Object | Why | |--------|-----| | `SM_Vehicle_Body` | Main shell | | `SM_Vehicle_Wheel_*` | Spin / steer | | `SM_Vehicle_Glass` | Transparency / sorting | | `SM_Vehicle_Light_*` | Emissive materials | | `SM_Vehicle_Interior` | Cull on distant LODs |

LOD Guidance

| LOD | Focus | |-----|-------| | LOD0 | Full panels, interior if visible | | LOD1 | Simplified panels, remove micro | | LOD2 | Body + wheels + glass only | | LOD3 | Impostor / ultra-low hull |

Use `lod-pipeline` for generation and validation.

Collision

  • Simple convex hulls per major volume
  • Wheel capsules/cylinders separate if physics-driven
  • See `collision-proxy`

Constraints

MUST DO

  • Lock proportions before panel detail
  • Keep wheels as separate objects when animated
  • Plan LODs and collision with body

MUST NOT DO

  • Detail interior before exterior silhouette
  • Boolean chaos without cutter collection
  • Single merged mesh for all systems on game vehicles

Reference Guide

| Topic | Reference | Load When | |-------|-----------|----------| | Proportion Blockout | `references/proportion-blockout.md` | When needed | | Vehicle Object Split | `references/vehicle-object-split.md` | When needed | | Vehicle Lod Targets | `references/vehicle-lod-targets.md` | When needed |

Read more
Ships withblender-skills

94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.

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License
2mo ago
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2mo ago
Created

Repo: arjun988/blender-skills

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